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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 ... 19 20 21 22 23 ... 40 60 80 100 120 126 · «PREV / NEXT»
WarPriest
WarPriest


Hired Hero
posted January 26, 2008 01:31 AM

how do you change the color of the flame on the archangel's sword, or is that part of the model?

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 26, 2008 01:37 AM
Edited by Gnoll_Mage at 01:38, 26 Jan 2008.

No it isn't part of the model, you should just be able to go into the Character folder in data.pak and follow the links from there to the texture files, which you can then edit (you know, model->materials->textures, you'll have to look through the materials until you find the flame, it must be there because the NCF angel-based creatures have different colour ones, iirc...). Alternatively, it is an effect (sounds more likely now I come to think about it), in which case you need to find the animset file, then look in the idle anim, then effect->model->model->materials->textures or something like that, I can't quite remember.
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oscarius
oscarius


Famous Hero
*sleepy*
posted January 26, 2008 09:03 AM

The Files (i havent started to mod yet)
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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted January 26, 2008 08:59 PM

how do i save .h5u files ?i tried making it zip but i cant change it to .h5u

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 26, 2008 09:36 PM

Quote:
The Files (i havent started to mod yet)


It doesn't matter extract them somewhere and edit them.

Quote:
how do i save .h5u files ?i tried making it zip but i cant change it to .h5u


Use WinRar and write the format:



Or update existing h5u
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WarPriest
WarPriest


Hired Hero
posted January 27, 2008 12:21 AM
Edited by WarPriest at 05:46, 27 Jan 2008.

@Gnoll Mage
i dont quite full understand on how to find the files for the fire effect on the archangel's sword


EDIT:i need help with icons, i have 32 and 64 and 124, but the main keeps messing up because i can never convert the file from a tga or jpg because its not a power of 2(55x55)

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 27, 2008 01:56 PM

Why is it 55x55? Can't you just resize it, then save it as dds (is that what you're trying to do?)? :confused:
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WarPriest
WarPriest


Hired Hero
posted January 29, 2008 01:41 AM
Edited by WarPriest at 01:42, 29 Jan 2008.

You can resize it? Because when i extract it, and make from dds to tga, its 55x55 acording to photoshop, and dds converter v 2.1
cannot convert something to dds unless its a power of 2

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 29, 2008 02:03 AM
Edited by Gnoll_Mage at 02:06, 29 Jan 2008.

Hmm odd, that's sensible because I think that DDS files can only be multiples of two in dimension - but then why was it 55x55 in the first place?

But of course you can resize images in Photoshop. Just go Image -> Image Size.

PS On a slightly unrelated note, did you consider installing the NVidia DDS plugin, it would be much easier to do things than with a stand-alone convertor (which is what I presume you're talking about)?
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WarPriest
WarPriest


Hired Hero
posted January 29, 2008 02:17 AM

well i do have the plugin, but when i save it a bunch of options show up, so i just press save(i have to resize it thought). But when i look over it with photoshop it appears with high constrast, its very lightened. I'm not sure what caused this, but i imported it and it's all messed up, only the 128x128 works

If i'm doing something wrong or different, please tell me

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 29, 2008 03:40 AM

Hi.

Is it possible to have a thing where if {XXX} animation plays aftr {YYY} animation there is an effect?  

Sorry if this was unclear.
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Arhaeus
Arhaeus

Tavern Dweller
posted January 29, 2008 04:10 AM

It doesn't work with PlayObjectAnimation. I made a script for an ambush.
The region's name is ambush01.


function ambush01( heroname )
if GetObjectOwner( heroname ) == PLAYER_2 then
StartCombat( heroname, nil , 3,  113, 1, 113, 1, 113, 1, nil
Trigger( REGION_ENTER_AND_STOP_TRIGGER, "ambush01", nil);
end;
end;

But it isn't working either. Why?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 29, 2008 04:46 AM

I'm exploring my talents. How do you set creature models to a hero? Direct me an answer or a page number on this thread or another thread, please.
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Next Set: Mirrodin
Beseiged

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 29, 2008 04:59 AM

Easier to tell you:

Open the Map Editor, go to Adventure Map Shared properties, and where it says Model: {Long string of stuff} click once, then click on the [...] box, then find a Hero in the folders.
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How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 29, 2008 05:10 AM

I'm an incomprehensible dunce and can't find anything quickly. Where is the Adv. Map Shared Properties?

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Guarder
Guarder


Supreme Hero
posted January 29, 2008 07:21 AM

It's the red in the green frame. if you don't have the green frame, click the another icon marked red
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sfidanza
sfidanza


Promising
Supreme Hero
posted January 29, 2008 12:10 PM

@Arhaeus: did you set the Trigger() outside of the function?
Trigger( REGION_ENTER_AND_STOP_TRIGGER, "ambush01", ambush01);

@WarPriest: of course it is possible to save 55x55 as DDS. You just have to pay attention in the save dialog, and set the correct options.
Plus, in ToE, you only need the 128x128 icon anyway.

@VokialBG: in your winrar screenshots, the rar format is selected, and it's not clear at all that zip format HAS to be selected. A rar archive renamed to h5u will not work, and I'm afraid not everyone reading your post knows that.

For everyone having problems with renaming files: just change your damn windows settings to always show the file extensions. You'll be far safer!
And if IE keeps renaming your files when downloading, just drop it for a real browser.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 29, 2008 01:38 PM
Edited by Gnoll_Mage at 13:39, 29 Jan 2008.

Quote:
well i do have the plugin, but when i save it a bunch of options show up, so i just press save(i have to resize it thought). But when i look over it with photoshop it appears with high constrast, its very lightened. I'm not sure what caused this, but i imported it and it's all messed up, only the 128x128 works

If i'm doing something wrong or different, please tell me

Okay possibly what's happening is that you're trying to save mipmaps when you don't need any. But that couldn't be all that's wrong, so could you send me the tga/jpg?

Edit: sf is almost certainly right, that you don't need the biggest size of icon (just use the 128 version for this one maybe?)
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Arhaeus
Arhaeus

Tavern Dweller
posted January 29, 2008 04:51 PM

I succeeded with:

function Fambush01( heroname )
if GetObjectOwner( heroname ) == PLAYER_2 then
StartCombat( heroname, nil , 3,  113, 1, 113, 1, 113, 1, nil);
Trigger( REGION_ENTER_AND_STOP_TRIGGER, "ambush01", nil);
end;
end;
Trigger( REGION_ENTER_AND_STOP_TRIGGER, "ambush01", "Fambush01");

But I don't know now how to implement "messagebox". Where to save the txt file to be seen by the game?

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sfidanza
sfidanza


Promising
Supreme Hero
posted January 29, 2008 05:10 PM

@Arhaeus: you place the txt file in your map folder (for example: Maps/Singleplayer/MyMap/my_message.txt), and then you use it with:
MessageBox(GetMapDataPath().."my_message.txt");

@WarPriest, Gnoll_Mage: DXT3 requires multiples of 4 as width/height, but not 8.8.8.8 ARGB. Also select "2D texture". Even with MipMaps, it will save any size.


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